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Proceedings Ninth Pacific Conference on Computer Graphics and Applications. Pacific Graphics 2001最新文献

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Non-photorealistic rendering using watercolor inspired textures and illumination 使用水彩启发纹理和照明的非真实感渲染
E. Lum, K. Ma
The authors present a watercolor inspired method for the rendering of surfaces. Our approach mimics the watercolor process by building up an illuminated scene through the compositing of several layers of semitransparent paint. The key steps consist of creating textures for each layer using LIC (Line Integral Convolution) of Perlin Noise (K. Perlin, 1985), and then calculating the layer thickness distribution using an inverted subtractive lighting model. The resulting watercolor-style images have color coherence that results from the mixing of a limited palette of paints. The new lighting model helps to better convey large shape changes, while texture orientations give hints of less dominant features. The rendered images therefore possess perceptual clues to more effectively communicate shape and texture information.
作者提出了一种受水彩启发的表面渲染方法。我们的方法模仿水彩过程,通过多层半透明涂料的合成来建立一个照明场景。关键步骤包括使用柏林噪声(K. Perlin, 1985)的LIC(线积分卷积)为每一层创建纹理,然后使用倒相减光照模型计算层厚度分布。由此产生的水彩画风格的图像具有色彩一致性,这是由有限的调色板混合而成的。新的照明模式有助于更好地传达大的形状变化,而纹理方向给出了不太主要的特征提示。因此,所渲染的图像具有感知线索,以更有效地传达形状和纹理信息。
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引用次数: 55
Sharp features on multiresolution subdivision surfaces 多分辨率细分表面上的尖锐特征
H. Biermann, Ioana M. Boier-Martin, D. Zorin, F. Bernardini
In this paper we describe a method for creating sharp features and trim regions on multiresolution subdivision surfaces along a set of user-defined curves. Operations such as engraving, embossing, and trimming are important in many surface modeling applications. Their implementation, however, is non-trivial due to computational, topological, and smoothness constraints that the underlying surface has to satisfy. The novelty of our work lies in the ability to create sharp features anywhere on a surface and in the fact that the resulting representation remains within the multiresolution subdivision framework. Preserving the original representation has the advantage that other operations applicable to multiresolution subdivision surfaces can subsequently be applied to the edited model. We also introduce an extended set of subdivision rules for Catmull-Clark surfaces that allows the creation of creases along diagonals of control mesh faces.
在本文中,我们描述了一种沿一组用户定义曲线在多分辨率细分表面上创建尖锐特征和修剪区域的方法。在许多表面建模应用中,雕刻、压花和修剪等操作都很重要。然而,由于底层表面必须满足的计算、拓扑和平滑约束,它们的实现是非平凡的。我们工作的新颖之处在于能够在表面的任何地方创建尖锐的特征,并且结果表示仍然在多分辨率细分框架内。保留原始表示的优点是,适用于多分辨率细分表面的其他操作随后可以应用于编辑的模型。我们还为Catmull-Clark曲面引入了一组扩展的细分规则,允许沿控制网格面对角线创建折痕。
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引用次数: 79
A physical 3D trackball 一个实体3D轨迹球
Myung-Soo Kim, Joon-Kyung Seong, Dae-Eun Hyun, Kang-Hoon Lee, Yoo-Jin Choi
We present a simple method for constructing a physical 3D trackball that can input 3D rotation about an arbitrary axis. This input device is based on multiple sensors that can detect the tangential velocities at certain points on the boundary sphere of the trackball. A mathematical analysis is given for the optimal locations of multiple sensors. A prototype hardware device has been built for the 3D trackball. We demonstrate the effectiveness of this input device in 3D rotation by comparing its performance with the Magellan/SPACE MOUSE.
我们提出了一种简单的方法来构造一个物理的三维轨迹球,它可以输入任意轴的三维旋转。该输入装置基于多个传感器,可以检测轨迹球边界球上某些点的切向速度。对多传感器的最优位置进行了数学分析。已经为3D轨迹球建立了一个原型硬件设备。通过与麦哲伦/空间鼠标的性能比较,我们证明了该输入设备在3D旋转中的有效性。
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引用次数: 6
Adaptive smoothing tangential direction fields on polygonal surfaces 多边形表面的自适应平滑切向场
Y. Ohtake, Masahiro Horikawa, A. Belyaev
The paper develops a simple and effective method for adaptive smoothing tangential direction fields defined on piecewise smooth surfaces approximated by triangle meshes. The method consists of simultaneous and iterative updating each vertex direction by a weighted sum of the directions at the neighboring vertices. The weights themselves depend on directions: if the direction at a given vertex differs strongly from the direction at a neighboring vertex, then the weight associated with that neighboring direction is chosen small. Choosing such nonlinear weights allows us to preserve important direction field discontinuities during the smoothing process. Applications of the developed smoothing technique to curvature extrema detection and non-photorealistic rendering with curvature lines are given.
本文提出了一种简单有效的自适应平滑切线方向场的方法,该方法是在三角形网格逼近的分段光滑表面上定义的。该方法通过相邻顶点方向的加权和来同步迭代更新每个顶点方向。权值本身取决于方向:如果给定顶点的方向与相邻顶点的方向差异很大,则与相邻方向相关的权值被选为小。选择这样的非线性权值可以使我们在平滑过程中保留重要的方向场不连续。给出了所开发的平滑技术在曲率极值检测和曲率线非真实感绘制中的应用。
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引用次数: 18
Integrating physics-based modeling with PDE solids for geometric design 整合基于物理的建模与PDE实体的几何设计
Haixia Du, Hong Qin
PDE techniques, which use partial differential equations (PDEs) to model the shapes of various real-world objects, can unify their geometric attributes and functional constraints in geometric computing and graphics. This paper presents a unified dynamic approach that allows modelers to define the solid geometry of sculptured objects using the second-order or fourth-order elliptic PDEs subject to flexible boundary conditions. Founded upon the previous work on PDE solids by Bloor and Wilson (1989, 1990, 1993), as well as our recent research on the interactive sculpting of physics-based PDE surfaces, our new formulation and its associated dynamic principle permit designers to directly deform PDE solids whose behaviors are natural and intuitive subject to imposed constraints. Users can easily model and interact with solids of complicated geometry and/or arbitrary topology from locally-defined PDE primitives through trimming operations. We employ the finite-difference discretization and the multi-grid subdivision to solve the PDEs numerically. Our PDE-based modeling software offers users various sculpting toolkits for solid design, allowing them to interactively modify the physical and geometric properties of arbitrary points, curve spans, regions of interest (either in the isoparametric or nonisoparametric form) on boundary surfaces, as well as any interior parts of modeled objects.
偏微分方程(PDE)技术利用偏微分方程(PDE)对现实世界中各种物体的形状进行建模,可以统一几何计算和图形中的几何属性和功能约束。本文提出了一种统一的动态方法,允许建模者使用柔性边界条件下的二阶或四阶椭圆偏微分方程来定义雕刻对象的固体几何形状。基于Bloor和Wilson(1989,1990,1993)之前对PDE固体的研究,以及我们最近对基于物理的PDE表面的交互式雕刻的研究,我们的新配方及其相关的动态原理允许设计师直接变形PDE固体,其行为是自然和直观的,受强加的约束。通过修剪操作,用户可以轻松地从本地定义的PDE基元中建模和交互复杂几何和/或任意拓扑的实体。采用有限差分离散法和多网格细分法对偏微分方程进行数值求解。我们基于pde的建模软件为用户提供了各种实体设计的雕刻工具包,允许他们交互地修改边界表面上任意点的物理和几何属性,曲线跨度,感兴趣的区域(无论是在等参形式还是非等参形式),以及建模对象的任何内部部分。
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引用次数: 18
Modeling realistic virtual hairstyles 模拟现实的虚拟发型
Yizhou Yu
The author presents an effective method for modeling realistic curly hairstyles, taking into account both artificial hairstyling processes and natural curliness. The result is a detailed geometric model of hairs that can be rendered and animated via existing methods. Our technique exploits the analogy between hairs and a vector field; it interactively and efficiently models global and local hair flows by superimposing procedurally defined vector field primitives that have local influence. Usually only a very small number of vector field primitives are needed to model a complicated hairstyle. An initial model of hair strands is extracted from the superimposed vector fields by tracing their field lines. Random natural or artificial curliness can be added to the initial model through a parametric hair offset function with a randomized distribution of parameters over the scalp. Techniques for shearing and clustering are also designed to improve the overall appearance of the hair model. Our technique has been successfully applied to generate a variety of realistic hairstyles with different curliness and length distributions.
作者提出了一种有效的方法来模拟真实的卷发造型,同时考虑了人工造型过程和自然卷发。结果是一个详细的头发几何模型,可以通过现有的方法渲染和动画。我们的技术利用了头发和矢量场之间的类比;它通过叠加具有局部影响的程序定义的向量场原语,交互式地有效地模拟全局和局部毛发流。通常只需要非常少量的向量场原语来建模一个复杂的发型。通过跟踪发丝的场线,从叠加的矢量场中提取发丝的初始模型。随机的自然或人工卷曲度可以通过参数化头发偏移函数添加到初始模型中,该函数在头皮上随机分布参数。剪发和聚类技术也是为了改善头发模型的整体外观而设计的。我们的技术已经成功地应用于生成各种具有不同卷曲度和长度分布的逼真发型。
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引用次数: 70
Direct reconstruction of displaced subdivision surface from unorganized points 从无组织点直接重建位移细分表面
W. Jeong, Chang-Hun Kim
We propose a new mesh reconstruction algorithm that produces a displaced subdivision mesh directly from unorganized points. The displaced subdivision surface is a new mesh representation that defines a detailed mesh with a displacement map over a smooth domain surface. This mesh representation has several benefits-compact mesh size, piecewise regular connectivity-to overcome limitations of an irregular mesh produced by an ordinary mesh reconstruction scheme, but the original displaced subdivision surface generation algorithm needs an explicit polygonal mesh to be converted. Our approach is producing displaced subdivision surface directly from input points during the mesh reconstruction process. The main ideas of our algorithm are building initial coarse control mesh by the shrink-wrapping like projection and sampling fine surface detail from unorganized points along the each limit vertex normal without any connectivity information of given points. We employ an existing subdivision surface fitting scheme to generate a parametric domain surface, and suggest a surface detail sampling scheme that determines a valid sampling triangle which can be made with combinations of input points. We show several reconstruction examples and applications to show the validity of suggested sampling technique and benefits of the result like multiresolution modeling.
我们提出了一种新的网格重建算法,该算法直接从无组织的点产生位移细分网格。位移细分表面是一种新的网格表示,它在光滑域表面上定义了一个带有位移图的详细网格。这种网格表示具有网格尺寸紧凑、分段规则连接等优点,克服了普通网格重建方案产生不规则网格的局限性,但原始的位移细分曲面生成算法需要一个明确的多边形网格进行转换。我们的方法是在网格重建过程中直接从输入点产生位移细分表面。该算法的主要思想是通过类似于投影的收缩包裹来构建初始的粗控制网格,并在没有任何给定点的连接信息的情况下,沿着每个极限顶点法线从无组织的点上采样精细的表面细节。我们采用现有的细分曲面拟合方案来生成参数域曲面,并提出了一种表面细节采样方案,该方案可以确定一个有效的采样三角形,该三角形可以由输入点的组合组成。我们展示了几个重建实例和应用,以证明所建议的采样技术的有效性和结果的优点,如多分辨率建模。
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引用次数: 58
Stream bubbles for steady flow visualization 流气泡稳定流动可视化
Bing Zhang, A. Pang
This paper introduces a new relatively inexpensive technique - stream bubbles for 3D flow visualization. The physical analogy to this technique are bubbles that can be observed in nature with different shapes and varying speeds. A stream bubble is a surface, defined by a small set of vertices, advected through a flow field. It can easily manifest flow features like twist, stretch, expansion and rotation. Upon encountering an obstacle, stream bubbles will automatically erode and/or split in an intuitively geometric way. For highly divergent and vortical fields, it can also break apart based on the aspect ratio of the bounding volume. When two or more stream bubbles meet, no explicit merge operation is needed since the surfaces will simply intersect each other to form a composite surface. No effort is made to make the intersection smooth. Stream bubbles may be of different sizes. Larger bubbles give a coarse global view of the flow structure, while smaller ones give a more accurate depiction. In addition, our interface provides an interactive, multi-resolution visualization environment facilitated with an animated or step-by-step playback function.
本文介绍了一种相对廉价的三维流动可视化技术——流泡技术。这种技术的物理类比是可以在自然界中观察到的具有不同形状和不同速度的气泡。流泡是一个表面,由一小组顶点定义,通过流场平流。它可以很容易地表现出扭曲、拉伸、膨胀和旋转等流动特征。当遇到障碍物时,气泡会以直观的几何方式自动侵蚀和/或分裂。对于高度发散和垂直的场,它也可以根据边界体积的纵横比分解。当两个或多个流泡相遇时,不需要显式的合并操作,因为表面将简单地相互相交以形成复合表面。没有努力使十字路口光滑。气泡可能有不同的大小。较大的气泡提供了粗略的流动结构全局视图,而较小的气泡则提供了更准确的描述。此外,我们的界面提供了一个交互式的,多分辨率的可视化环境,促进了动画或一步一步的回放功能。
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引用次数: 1
Dual mesh resampling 双网格重采样
G. Taubin
The dual of a 2-manifold polygonal mesh without boundary is commonly defined as another mesh with the same topology (genus) but different connectivity (vertex-face incidence), in which faces and vertices occupy complementary locations and the position of each dual vertex is computed as the center of mass (barycenter or centroid) of the vertices that support the corresponding face. This barycenter dual mesh operator is connectivity idempotent but not geometrically idempotent for any choice of vertex positions, other than constants. In this paper we construct a new resampling dual mesh operator that is geometrically idempotent for the largest possible linear subspace of vertex positions. We look at the primal and dual mesh connectivities as irregular sampling spaces, and at the rules to determine dual vertex positions as the result of a resampling process that minimizes signal loss. Our formulation, motivated by the duality of Platonic solids, requires the solution of a simple least-squares problem. We introduce a simple and efficient iterative algorithm closely related to Laplacian smoothing, and with the same computational cost. We also characterize the configurations of vertex positions where signal loss does and does not occur during dual mesh resampling, and the asymptotic behavior of iterative dual mesh resampling in the general case. Finally, we describe the close relation existing with discrete fairing and variational subdivision, and define a new primal-dual interpolatory recursive subdivision scheme.
无边界的二流形多边形网格的对偶通常定义为具有相同拓扑(属)但不同连通性(顶点-面关联)的另一个网格,其中面和顶点占据互补位置,每个对偶顶点的位置被计算为支持相应面的顶点的质心(质心或质心)。这个重心对偶网格算子是连通性幂等的,但对于任何顶点位置的选择都不是几何上幂等的,除了常量。本文构造了一个新的重采样对偶网格算子,该算子对顶点位置的最大可能线性子空间几何上是幂等的。我们将原始和双网格连接视为不规则采样空间,并将确定双顶点位置的规则作为重新采样过程的结果,以最大限度地减少信号损失。我们的公式,由柏拉图立体的对偶性所激发,需要解一个简单的最小二乘问题。本文介绍了一种与拉普拉斯平滑密切相关的简单高效的迭代算法,计算量相同。我们还描述了在双网格重采样过程中信号丢失发生和不发生的顶点位置的配置,以及在一般情况下迭代双网格重采样的渐近行为。最后,我们描述了离散整流与变分细分之间的密切关系,并定义了一种新的原对偶插值递归细分方案。
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引用次数: 39
3D geometry compression recent advances and challenges 三维几何压缩的最新进展和挑战
G. Taubin
Polyhedral models, which are used in most graphics applications, require considerable amounts of storage, even when they only approximate precise shapes with limited accuracy. To support internet access to 30 models of complex virtual environments or assemblies for electronic shopping, collaborative CAD, multi-player video games, scientific visualization, representations of 30 shapes must be compressed by several orders of magnitude. In this talk I will describe the state of the art in schemes for lossy and loss-less compression of triangle and polygonal meshes, including progressive approaches. In additions to single-resolution compression schemes for triangle and polygonal meshes, which result in compressed formats of less than a byte per triangle, multiresolution progressive rejinement approaches have advanced to the point of challenging the best single resolution schemes in compression eficiency. Along with surface simplijication or decimation methods, these approaches, which change the surj5ace topology while approximating the geometry, can be regarded as lossy compression schemes. Finaly, I will describe the status of standardization efforts and open problems.
在大多数图形应用程序中使用的多面体模型需要相当大的存储空间,即使它们只能以有限的精度近似精确的形状。为了支持对30个复杂虚拟环境模型或电子购物、协同CAD、多人视频游戏、科学可视化组件的互联网访问,30个形状的表示必须被压缩几个数量级。在这次演讲中,我将描述三角形和多边形网格的有损和无损压缩方案的最新进展,包括渐进式方法。除了三角形和多边形网格的单分辨率压缩方案(每个三角形的压缩格式小于一个字节)之外,多分辨率渐进式再分割方法已经发展到挑战最佳单分辨率压缩效率方案的地步。与表面简化或抽取方法一起,这些方法在接近几何形状的同时改变了表面拓扑结构,可以被视为有损压缩方案。最后,我将描述标准化工作的现状和尚未解决的问题。
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引用次数: 8
期刊
Proceedings Ninth Pacific Conference on Computer Graphics and Applications. Pacific Graphics 2001
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